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UK2Node_Knot::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Expands a node while compiling, which may add additional nodes or delete this node
BlueprintGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
UK2Node_Knot::CanSplitPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Whether or not struct pins belonging to this node should be allowed to be split or not.
BlueprintGraph
virtual bool CanSplitPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin ) const
[]
UK2Node_Knot::GetInputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetInputPin() const
[]
UK2Node_Knot::GetExecTerminal
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
BlueprintGraph
[UEdGraphNode](API\Runtime\Engine\EdGraph\UEdGraphNode) * GetExecTerminal() const
[]
UK2Node_Knot::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
BlueprintGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UK2Node_Knot::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_Knot::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Gets the name of this node, shown in title bar
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UK2Node_Knot::GetOutputPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetOutputPin() const
[]
UK2Node_Knot::GetPassThroughPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Return the matching "pass-through" pin for the given pin (if supported by this node)
BlueprintGraph
virtual [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetPassThroughPin ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * FromPin ) const
[]
UK2Node_Knot::GetPinNameOverride
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Gets the overridden name for the specified pin, if any
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetPinNameOverride ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) & Pin ) const
[]
UK2Node_Knot::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_Knot::IsCompilerRelevant
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Return false if the node and any expansion will isolate itself during compile
BlueprintGraph
virtual bool IsCompilerRelevant() const
[]
UK2Node_Knot::IsNodeSafeToIgnore
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Query if this is a node that is safe to ignore (e.g., a comment node or other non-structural annotation that can be pruned with no warnings). true if node safe to ignore.
BlueprintGraph
virtual bool IsNodeSafeToIgnore() const
[]
UK2Node_Knot::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_Knot::MakeNameValidator
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Create a name validator for this node
BlueprintGraph
virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< class [INameValidatorInterface](API\Editor\UnrealEd\Kismet2\INameValidatorInterface) > MakeNameValidator() const
[]
UK2Node_Knot::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
BlueprintGraph
virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
[]
UK2Node_Knot::OnRenameNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Called when this node is being renamed after a successful name validation
BlueprintGraph
virtual void OnRenameNode ( const [FString](API\Runtime\Core\Containers\FString) & NewName )
[]
UK2Node_Knot::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_Knot::PropagatePinType
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
BlueprintGraph
void PropagatePinType()
[]
UK2Node_Knot::ShouldDrawNodeAsControlPointOnly
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Returns whether to draw this node as a control point only (knot/reroute node). Note that this means that the node should only have on input and output pin. Whether or not to draw this node as a control point.
BlueprintGraph
virtual bool ShouldDrawNodeAsControlPointOnly ( int32 & OutInputPinIndex, int32 & OutOutputPinIndex ) const
[]
UK2Node_Knot::ShouldOverridePinNames
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame
BlueprintGraph
virtual bool ShouldOverridePinNames() const
[]
UK2Node_Knot::UK2Node_Knot
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
BlueprintGraph
UK2Node_Knot ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_Knot
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Knot.h
BlueprintGraph
class UK2Node_Knot : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_Literal::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BlueprintGraph
virtual void AllocateDefaultPins()
[]
UK2Node_Literal::CreateNodeHandler
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
BlueprintGraph
virtual [FNodeHandlingFunctor](API\Editor\KismetCompiler\FNodeHandlingFunctor) * CreateNodeHandler ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext ) const
[]
UK2Node_Literal::DoPinsMatchForReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Whether or not two pins match for purposes of reconnection after reconstruction. This allows pins that may have had their names changed via reconstruction to be matched to their old values on a node-by-node basis, if needed
BlueprintGraph
virtual [ERedirectType](API\Editor\BlueprintGraph\UK2Node\ERedirectType) DoPinsMatchForReconstruction ( const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * NewPin, int32 NewPinIndex, const [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * OldPin, int32 OldPinIndex ) const
[]
UK2Node_Literal::DrawNodeAsVariable
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Return whether to draw this node as a small variable node
BlueprintGraph
virtual bool DrawNodeAsVariable() const
[]
UK2Node_Literal::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Icon to use in menu or on node
BlueprintGraph
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
[]
UK2Node_Literal::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
BlueprintGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UK2Node_Literal::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Gets the name of this node, shown in title bar
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UK2Node_Literal::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_Literal::GetObjectRef
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Gets the referenced object
BlueprintGraph
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectRef() const
[]
UK2Node_Literal::GetReferencedLevelActor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
If this node references an actor in the level that should be selectable by "Find Actors In Level," this will return a reference to that actor Reference to an actor corresponding to this node, or NULL if no actors are referenced
BlueprintGraph
virtual [AActor](API\Runtime\Engine\GameFramework\AActor) * GetReferencedLevelActor() const
[]
UK2Node_Literal::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_Literal::GetValuePin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Accessor for the value pin of the node
BlueprintGraph
[UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * GetValuePin() const
[]
UK2Node_Literal::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_Literal::SetObjectRef
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Sets the LiteralValue for the pin, and changes the pin type, if necessary
BlueprintGraph
void SetObjectRef ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewValue )
[]
UK2Node_Literal::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_Literal::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
[]
UK2Node_Literal::ShouldOverridePinNames
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
Whether or not this node should be given the chance to override pin names. If this returns true, thenGetPinNameOverride()will be called for each pin, each frame
BlueprintGraph
virtual bool ShouldOverridePinNames() const
[]
UK2Node_Literal::UK2Node_Literal
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
BlueprintGraph
UK2Node_Literal ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UK2Node_Literal
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_Literal.h
BlueprintGraph
class UK2Node_Literal : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_LoadAsset::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BlueprintGraph
virtual void AllocateDefaultPins()
[]
UK2Node_LoadAsset::ExpandNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Expands a node while compiling, which may add additional nodes or delete this node
BlueprintGraph
virtual void ExpandNode ( class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph )
[]
UK2Node_LoadAsset::GetCornerIcon
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
name of brush for special icon in upper-right corner
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const
[]
UK2Node_LoadAsset::GetInputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetInputPinName() const
[]
UK2Node_LoadAsset::GetInputCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetInputCategory() const
[]
UK2Node_LoadAsset::GetMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Replacement forGetMenuEntries(). Override to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.
BlueprintGraph
virtual void GetMenuActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const
[]
UK2Node_LoadAsset::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Gets the name of this node, shown in title bar
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UK2Node_LoadAsset::GetOutputCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetOutputCategory() const
[]
UK2Node_LoadAsset::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Override to provide a default category for specific node types to be listed under. A localized category string (or an empty string if you want this node listed at the menu's root).
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
[]
UK2Node_LoadAsset::GetOutputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetOutputPinName() const
[]
UK2Node_LoadAsset::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_LoadAsset::IsCompatibleWithGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual bool IsCompatibleWithGraph ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UK2Node_LoadAsset::NativeFunctionName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) NativeFunctionName() const
[]
UK2Node_LoadAsset::NodeCausesStructuralBlueprintChange
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
BlueprintGraph
virtual bool NodeCausesStructuralBlueprintChange() const
[]
UK2Node_LoadAsset::ReallocatePinsDuringReconstruction
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Reallocate pins during reconstruction; by default ignores the old pins and callsAllocateDefaultPins()If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components)
BlueprintGraph
virtual void ReallocatePinsDuringReconstruction ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * > & OldPins )
[]
UK2Node_LoadAsset
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
class UK2Node_LoadAsset : public [UK2Node](API\Editor\BlueprintGraph\UK2Node)
[]
UK2Node_LoadAssetClass::GetInputCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetInputCategory() const
[]
UK2Node_LoadAsset::IsNodePure
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Returns whether this node is considered 'pure' by the compiler
BlueprintGraph
virtual bool IsNodePure() const
[]
UK2Node_LoadAssetClass::GetInputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetInputPinName() const
[]
UK2Node_LoadAssetClass::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Gets the name of this node, shown in title bar
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
[]
UK2Node_LoadAssetClass::GetOutputCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetOutputCategory() const
[]
UK2Node_LoadAssetClass::GetOutputPinName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual const [FName](API\Runtime\Core\UObject\FName) & GetOutputPinName() const
[]
UK2Node_LoadAssetClass::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
[]
UK2Node_MacroInstance::AllocateDefaultPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Allocate default pins for a given node, based only the NodeType, which should already be filled in. true if the pin creation succeeds, false if there was a problem (such a failure to find a function when the node is a function call).
BlueprintGraph
virtual void AllocateDefaultPins()
[]
UK2Node_LoadAssetClass
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
class UK2Node_LoadAssetClass : public [UK2Node_LoadAsset](API\Editor\BlueprintGraph\UK2Node_LoadAsset)
[]
UK2Node_LoadAssetClass::NativeFunctionName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) NativeFunctionName() const
[]
UK2Node_MacroInstance::CanPasteHere
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Determine if this node can live in the specified graph
BlueprintGraph
virtual bool CanPasteHere ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * TargetGraph ) const
[]
UK2Node_MacroInstance::CanUserDeleteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Whether or not this node can be deleted by user action
BlueprintGraph
virtual bool CanUserDeleteNode() const
[]
UK2Node_MacroInstance::DrawNodeAsEntry
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsEntry() const
[]
UK2Node_MacroInstance::DrawNodeAsExit
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Return whether to draw this node as an entry
BlueprintGraph
virtual bool DrawNodeAsExit() const
[]
UK2Node_MacroInstance::FindInContentBrowser
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
BlueprintGraph
static void FindInContentBrowser ( [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UK2Node_MacroInstance](API\Editor\BlueprintGraph\UK2Node_MacroInstance) > MacroInstance )
[]
UK2Node_MacroInstance::GetCompactNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Return title if drawing this node in 'compact' mode
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetCompactNodeTitle() const
[]
UK2Node_MacroInstance::GetAssociatedGraphMetadata
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Finds the associated metadata for the macro instance if there is any; this function is not particularly fast.
BlueprintGraph
static [FKismetUserDeclaredFunctionMetadata](API\Editor\BlueprintGraph\FKismetUserDeclaredFunctionMetad-) * GetAssociatedGraphMetadata ( const [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * AssociatedMacroGraph )
[]
UK2Node_MacroInstance::CanCreateUserDefinedPin
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Queries if a user defined pin of the passed type can be constructed on this node. Node will return false by default and must opt into this functionality TRUE if a user defined pin can be constructed
BlueprintGraph
virtual bool CanCreateUserDefinedPin ( const [FEdGraphPinType](API\Runtime\Engine\EdGraph\FEdGraphPinType) & InPinType, EEdGraphPinDirection InDesiredDirection, [FText](API\Runtime\Core\Internationalization\FText) & OutErrorMessage )
[]
UK2Node_MacroInstance::GetCornerIcon
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
name of brush for special icon in upper-right corner
BlueprintGraph
virtual [FName](API\Runtime\Core\UObject\FName) GetCornerIcon() const
[]
UK2Node_MacroInstance::GetDocumentationExcerptName
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Returns the name of the excerpt to display from the specified external documentation link for the graph node Default behavior is to return the class name (including prefix)
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationExcerptName() const
[]
UK2Node_MacroInstance::GetDocumentationLink
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Returns the link used for external documentation for the graph node
BlueprintGraph
virtual [FString](API\Runtime\Core\Containers\FString) GetDocumentationLink() const
[]
UK2Node_MacroInstance::GetIconAndTint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Icon to use in menu or on node
BlueprintGraph
virtual [FSlateIcon](API\Runtime\SlateCore\Textures\FSlateIcon) GetIconAndTint ( [FLinearColor](API\Runtime\Core\Math\FLinearColor) & OutColor ) const
[]
UK2Node_MacroInstance::GetKeywords
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Should search keywords be localized? Probably.
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetKeywords() const
[]
UK2Node_MacroInstance::GetMacroGraph
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
BlueprintGraph
[UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetMacroGraph() const
[]
UK2Node_MacroInstance::GetMenuCategory
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Override to provide a default category for specific node types to be listed under. A localized category string (or an empty string if you want this node listed at the menu's root).
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetMenuCategory() const
[]
UK2Node_MacroInstance::GetNodeAttributes
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
This function returns an arbitrary number of attributes that describe this node for analytics events
BlueprintGraph
virtual void GetNodeAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [TKeyValuePair](API\Runtime\Core\Templates\TKeyValuePair)< [FString](API\Runtime\Core\Containers\FString), [FString](API\Runtime\Core\Containers\FString) >> & OutNodeAttributes ) const
[]
UK2Node_MacroInstance::GetNodeContextMenuActions
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Gets a list of actions that can be done to this particular node
BlueprintGraph
virtual void GetNodeContextMenuActions ( class [UToolMenu](API\Developer\ToolMenus\UToolMenu) * Menu, class [UGraphNodeContextMenuContext](API\Runtime\Engine\EdGraph\UGraphNodeContextMenuContext) * Context ) const
[]
UK2Node_MacroInstance::GetNodeRefreshPriority
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
BlueprintGraph
virtual int32 GetNodeRefreshPriority() const
[]
UK2Node_MacroInstance::GetJumpTargetForDoubleClick
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Returns the object that should be focused when double-clicking on this node (the object can be an actor, which selects it in the world, or a node/graph/pin)
BlueprintGraph
virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetJumpTargetForDoubleClick() const
[]
UK2Node_MacroInstance::GetNodeTitleColor
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Gets the draw color of a node's title bar
BlueprintGraph
virtual [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetNodeTitleColor() const
[]
UK2Node_MacroInstance::GetSignature
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
NOTE: This is not the same as a node identification GUID, two node instances can have the same signature (if both call the same function, etc.). A signature struct, discerning this node from others.
BlueprintGraph
virtual [FBlueprintNodeSignature](API\Editor\BlueprintGraph\FBlueprintNodeSignature) GetSignature() const
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UK2Node_MacroInstance::GetSourceBlueprint
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
BlueprintGraph
[UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetSourceBlueprint() const
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UK2Node_MacroInstance::GetTooltipText
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Gets the tooltip to display when over the node
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText() const
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UK2Node_MacroInstance::GetNodeTitle
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Gets the name of this node, shown in title bar
BlueprintGraph
virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeTitle ( [ENodeTitleType::Type](API\Runtime\Engine\EdGraph\ENodeTitleType__Type) TitleType ) const
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UK2Node_MacroInstance::HasExternalDependencies
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Returns whether or not this node has dependencies on an external structure If OptionalOutput isn't null, it should be filled with the known dependencies objects (Classes, Structures, Functions, etc).
BlueprintGraph
virtual bool HasExternalDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< class [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * > * OptionalOutput ) const
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UK2Node_MacroInstance::IsActionFilteredOut
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Determine if the node of this type should be filtered in the actions menu
BlueprintGraph
virtual bool IsActionFilteredOut ( class [FBlueprintActionFilter](API\Editor\BlueprintGraph\FBlueprintActionFilter) const & Filter )
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UK2Node_MacroInstance::NodeConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Called when something external to this node has changed the connection list of any of the pins in the node
BlueprintGraph
virtual void NodeConnectionListChanged()
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UK2Node_MacroInstance::NotifyPinConnectionListChanged
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Called when the connection list of one of the pins of this node is changed in the editor, after the pin has had it's literal cleared
BlueprintGraph
virtual void NotifyPinConnectionListChanged ( [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * Pin )
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UK2Node_MacroInstance::PostPasteNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Perform any fixups (deep copies of associated data, etc...) necessary after a node has been pasted in the editor
BlueprintGraph
virtual void PostPasteNode()
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UK2Node_MacroInstance::PostReconstructNode
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Called at the end of ReconstructNode, allows node specific work to be performed
BlueprintGraph
virtual void PostReconstructNode()
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UK2Node_MacroInstance::PreloadRequiredAssets
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Called before compilation begins, giving a blueprint time to force the linker to load data
BlueprintGraph
virtual void PreloadRequiredAssets()
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UK2Node_MacroInstance::PostFixupAllWildcardPins
/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MacroInstance.h
Handles any work needed to be done after fixing up all wildcard pins during reconstruction
BlueprintGraph
virtual void PostFixupAllWildcardPins ( bool bInAllWildcardPinsUnlinked )
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